I'm learning how to texturing an environment in blender and krita for a videogame that I'm working on. I'm a noob, so i need help. Could you tell me where I'm wrong, what to improve or maybe recommend me some tutorials on hand painting? This is the texture i'm working on:…
Hi guys I am working on a real-time character and I am kinda struggling with the hand painted/cartoony texture look. Here are some concepts I made for this guy: I am also quite new to +15k polys modeling, is this topology acceptable? or does it need major changes? any tips/help would be greatly appreciated! feedback will…
Hi, I would like to know if zbrush have the same brush preference as photoshops brush "Transfer" setting? And what more brushes/settings do you use when you create that hand painted feeling inside zbrush? Thanks for any feedback!
She's finished! https://www.artstation.com/artwork/XQn3L Hi! I started a new project and wanted to have a thread with the progress this time. I'm working on Megumin from Konosuba and this will be my first hand painted character. My progress so far: Any feedback would be appreciated. Thanks!
@perna This is all true, but these inconveniences can easily be offloaded to outsourcing or less senior staff. I think zbrush hard surface modeling will definitely upset the scene in a similar way as it did with organic modeling, but not necessarily in a good way. At some point, a job as 3D artist might be basically a…
I've gotten a fair share of work over the last year that was very mock-up heavy. There were plenty of opportunities to use zbrush for hardsurface work where it would have been a complete waste of time to try and block out the same thing with clean subdivision topology. When it comes to making adjustments like edge bevels…
Hey guys, I haven't had much experience with hand-painted texturing of characters before. Please tell me what you guys think and critique as much as you can. I really would like to improve as much as possible. First attempt: Update 1 - Added eyebrows and changed some shading: Update 2: Update 3: Thanks in advance, GammaRay
I wanted to find out if this is possible in Blender. Can one pose each hair curve generated from the mesh by moving the cvs and hand keyframing it ? I have googled this. Couldn't find any concrete info. Also I am wondering if its possible to import these animated curves to ue4. Unfortunately ue4 doesn't support hair from…
I've started making some Hand Panted Assets. Any Input would be amazing! #1. Wooden Barrel (Finished) #2. DOTA 2 Style Box (WIP) #3. Machinarium Robot Fan Art (WIP) #4. Pumpkin (Finished) #5. Hearthstone Tavern Sign (Finished)